#version 460
#extension GL_GOOGLE_include_directive : enable

#include "../../../../core/shader_binding_ID.h"
#include "../../../../core/shader_taster_transform.h"
#include "../../../../core/shader_taster_color.h"
#include "../../../../core/shader_taster_line.h"
#include "../../../../core/shader_taster_bone.h"




layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUV;

layout(location = 0) out vec4 vColor;
out gl_PerVertex {
	vec4 gl_Position;
	float gl_PointSize;
};


void main(void){
	mat4 bonesMat_som = mat_Model[gl_InstanceIndex + drawProp.MatrixOffset];
	
	vec4 vert =vec4(inPos, 1);

	//gl_Position = mat_ProjecView * mat_Model[gl_InstanceIndex] * vert;
	gl_Position = bonesMat_som * vert;
	gl_PointSize = 2.5;

	vColor = length(inNormal);
}





